I've broadened the scope of this map to include gameplay, not just a visual piece anymore. So, I've been spending some time working on the layout for the interior to the power station. This is the main choke point / gameplay space, where most of the action will go down. Lighting, texturing, and even geometry are all…
This is my project from a live brief from university given by CCP ( EVE Online ) that I completed in March / April 2022, of a character called Tarina Estida that I created for the project. This was pretty much the first time I made a full character in 3D and also blockouts, and I really want to develop how I show my…
Update time ... I grabbed my concept and made an initial sculpt of the head to get a better feeling for the overall shapes. I sculpted a neutral and a jaw open posed version to see how the mood would change and if I can be as close as possible to my concept design. Furthermore I made a light chart to test the values under…
@JustAfterDark usually designers don't have a programming background but the ones that end up in lead positions know how to build / try different game mechanics in the engine. Not the final implementation of course but enough to get an idea how stuff could work. Sometimes they work hand in hand with level designers and…
Whew, had to put this down for a hot minute to work on some other projects. Back with some more updates, though: Along with the obvious addition of the outer tunic-like thing, I also raised the crotch a fair amount and added some wrinkles to the undershirt. I still consider this the blockout stage, so more wrinkles and…
Yes I know, but that's precisely the problem - switching between local and global modes is a workaround, but in turn it makes sculpting/rotating around details near impossible. This goes back to what I was trying to point out earlier : the tool additions are fantastic, but are still heavily hindered by legacy paradigms.…
Its been a while since I updated this ( I actually forgot to post the last post until today... derp) as I was moving and needed to get al sorts of things done first. But I'm back on this now that I'm kinda settled. Did some testing with dynamic lights today, needs more experimentation though! Also added some blockouts for…
At the moment I am in the blocking stage, I just started from a box and went along :D and the wires What do you thing? At the moment I am stuck as to how to proceed? 1. Clean the blockout, create a LP and then the HP or create the HP and then the LP? 2. Is it better to create most of the details as a floating geometry or…
Everything that has been said. I would just add more info on the projects. Wireframes, polycount, texture sheets, etc. IMO, I don't see the point of the initial blockout for the L4D environment. I am already seeing the final one. You are showing you can do it so why put the environment in it's blocking stage in your demo…
@ Vertrucio Thanks for the detailed feedback, I implemented your suggestions except for remodelling the wall panels since I really didn't wanna have to redo my entire uv/texture sheet. Otherwise, yeah long time no update - haven't been working on it as frequently as I should have been, but still working on it. blockout…